Innate Toxin damage may be combined with Electricity damage to deal Corrosive damage for use against Grineer or Ancients, or combined with Heat damage to instead deal Gas damage, for use against light Infested units.

The Torid's Toxin damage is ordered last when combining elements, unless a Toxin damage mod is added.

Shooting it at the cryopod in a Defense mission is generally a good way of defending against Infested. If you target the middle correctly, all infested attacking should be damaged by the cloud(s), regardless of the side from which they are attacking the pod.

Trapping enemies with Vauban's Vortex and firing into them is an efficient way of killing large groups of enemies quickly, dealing large amounts of damage if the player stacks multiple gas clouds.

Stacking multiple grenades on an ally allows them to run into groups of enemies to deal large amounts of damage.

Hitting an enemy directly will deal the impact damage but also guarantee that the enemy will take maximum possible damage, as they cannot move out of the cloud that is attached to them.

Torid projectiles can also attach to corpses and will remain at their position even if they disintegrate, granting a fixed position mid-air and allowing a greater spread of toxin damage onto enemies.

Placing Loki's Decoy in a tight place where enemies can't reach and stacking clouds by the opening is a good method for using the Torid against Infested. (If the decoy does not fire its weapon, it usually means it is not drawing attention.) Placing a Decoy on top of large life support capsules in Survival missions is an excellent way to group light Infested, although Ancients will be able to knock it down.

The Torid's stackable status chance can utilize Blast proc which will force most, if not all enemies to be trapped in a knockdown state.

Can equip the Firestorm mod, which increases the size of its gas clouds and allows it to cover a much larger area and consequently hit more enemies.

The Torid can equip Rifle mods, but uses Sniper Ammo.

The Torid is an excellent weapon for dealing with some of the more threatening enemies such as Nullifier Crewmen and Manics.

Shooting a Torid projectile to land just outside a Nullifier's energy field will damage the Nullifier within, usually killing it due to their low Health.

When modded for Blast and a high Status chance, it is is quite effective against Manics, allowing the user to escape their pounce and avoid being attacked entirely.

Like many older weapons, you can cancel the reload animation. This is achieved by rolling slightly sooner than when the reload circle is 3/4s complete.

The toxin gas clouds caused by this weapon resulted in a severe drop in frame rate for all players. Update 8.3 toned down the effects, making them less taxing on computers.

Its projectiles share the model from the toxic cloud projectiles fired from J3-Golem and Lephantis. The cloud itself also shares its model with Toxic Crawlers upon death.

Prior to Update 12.6, the Torid shared the same visual model as the old Ogris model, but with a green body.

Unlike other Infested-themed weaponry in the Bio Lab that are either purely biological (like the Synapse) or mechanical (the Acrid), the Torid has visible Grineer-styled machined parts alongside its Infested fleshy parts, making it the first Bio-Lab hybrid weapon.

The visually-reworked Ogris in Update 16.0 has many identical parts to the Torid, suggesting that the latter weapon is an Infested version of the former.

The projectiles fired by the Torid are pulsing masses of Infested tissue with tubes that pump out the noxious gas.

The small canister at the bottom of the Torid has Grineer letters spelling out "KILL".

The weapon's name is derived from "Torrid", which in English can either mean "very hot and dry" or "full of difficulty".